Gameplay using mobile device sensors

ABSTRACT

Embodiments relate to gameplay using mobile devices. Embodiments include receiving, by a first device, input from a player initiating a targeted action. Embodiments include determining, by the first device, an orientation of the first device. Embodiments include determining, by the first device, a location of at least a second device based at least on a message received from the second device. Embodiments include identifying, by the first device, that a target of the targeted action is associated with the second device based on the orientation of the first device and the location of the second device. Embodiments include transmitting, by the first device, an indication of the targeted action to the second device.

BACKGROUND Field of the Invention

The present invention generally relates to using computing devices ingameplay, and more specifically to techniques for using particularsensors of mobile devices to facilitate freeze tag games.

Description of the Related Art

Various mobile computing devices, such as wearable devices, may be usedfor both practical and recreational purposes. For example, mobilecomputing devices may be used to enhance “real-world” activities, suchas game play. Conventionally, standalone devices have been used tofacilitate gameplay. Such standalone devices are generally expensive toproduce, and have various limitations in functionality, benefit, cost,and the like, and may be difficult to market.

As mobile computing devices become more advanced and prevalent, thereare increasingly greater opportunities to use mobile computing devicesto enhance real-world activities.

SUMMARY

The present disclosure provides, in one embodiment, a method comprising:receiving, by a first device, input from a player initiating a targetedaction; determining, by the first device, an orientation of the firstdevice; determining, by the first device, a location of at least asecond device based at least on a message received from the seconddevice; identifying, by the first device, that a target of the targetedaction is associated with the second device based on the orientation ofthe first device and the location of the second device; andtransmitting, by the first device, an indication of the targeted actionto the second device.

The present disclosure provides, in another embodiment, acomputer-readable medium comprising instructions that, when executed byone or more processors, cause the one or more processors to perform amethod, the method comprising: receiving, by a first device, input froma player initiating a targeted action; determining, by the first device,an orientation of the first device; determining, by the first device, alocation of at least a second device based at least on a messagereceived from the second device; identifying, by the first device, thata target of the targeted action is associated with the second devicebased on the orientation of the first device and the location of thesecond device; and transmitting, by the first device, an indication ofthe targeted action to the second device.

The present disclosure provides, in another embodiment, a systemcomprising one or more processors and a computer-readable mediumcomprising instructions that, when executed by the one or moreprocessors, cause the one or more processors to perform a method, themethod comprising: receiving, by a first device, input from a playerinitiating a targeted action; determining, by the first device, anorientation of the first device; determining, by the first device, alocation of at least a second device based at least on a messagereceived from the second device; identifying, by the first device, thata target of the targeted action is associated with the second devicebased on the orientation of the first device and the location of thesecond device; and transmitting, by the first device, an indication ofthe targeted action to the second device.

BRIEF DESCRIPTION OF THE DRAWINGS

So that the manner in which the above recited aspects are attained andcan be understood in detail, a more particular description ofembodiments described herein, briefly summarized above, may be had byreference to the appended drawings.

It is to be noted, however, that the appended drawings illustratetypical embodiments and are therefore not to be considered limiting;other equally effective embodiments are contemplated.

FIG. 1 illustrates a mobile device with which embodiments of the presentdisclosure may be implemented.

FIG. 2 illustrates an example networking environment in whichembodiments of the present disclosure may be implemented.

FIG. 3A illustrates an example of target identification according toembodiments of the present disclosure.

FIG. 3B illustrates an example of using a pop-up mirror in capturingimage data according to embodiments of the present disclosure.

FIG. 4 illustrates an example exchange of messages between componentsrelated to using mobile devices in gameplay as described herein.

FIG. 5 illustrates example operations for using mobile devices ingameplay as described herein.

DETAILED DESCRIPTION

The present invention generally relates to using computing devices ingameplay. Mobile device are becoming more prevalent, and often include avariety of sensors. For example, mobile phones and smartwatches areoften equipped with accelerometers, magnetometers, gyroscopes,satellite-based positioning systems, as well as cameras, microphones,and other input devices that allow data to be gathered from environmentsin which the mobile devices are operated.

Techniques described herein make use of sensors associated with mobiledevices to facilitate real-world gameplay. In certain embodiments,smartwatches are used to perform a freeze tag game. “Freeze tag”generally refers to a game in which players who are tagged are “frozen”and must stand in place until they are unfrozen. An unfrozen player(e.g., on the same team as the frozen player) can perform an action tounfreeze them, such as tagging them, crawling between their legs, ortouching their outstretched hand.

As used herein, a smartwatch generally refers to a wearable device inthe form of a wristwatch that includes various computing components andperforms various computing functions, such as network connectivity. Forexample, a group of players (e.g., users) may wear smartwatches equippedwith particular components described herein, and may provide input toand receive output from the smartwatches related to the game.

In one example, a first player starts a game through interaction with afirst smartwatch and additional players join the game throughinteractions with smartwatches that are connected to the firstsmartwatch over a data connection, such as a wireless networkconnection. Each player's smartwatch determines its location, such asusing a satellite positioning system, and provides its location to theother players' smartwatches. In some implementations, the firstsmartwatch hosts, while in other implementations the game may be hostedamongst the game players' smartwatches. In yet another implementation, aremote server may host the game and each of the game players'smartwatches may communicate with that server.

To “tag” another player, a given player may lift an arm on which thesmartwatch is worn and point it in the direction of the target player.The given player may then “trigger” a targeted action (e.g., a tagaction), such as by performing a gesture, pressing a button on theplayer's smartwatch, or saying a phrase aloud. The player's smartwatchmay determine its orientation (e.g., the smartwatch's three-dimensionalorientation) using its integrated sensors. For example, the smartwatchmay use an integrated accelerometer, magnetometer, and gyroscope todetermine a yaw, pitch, and roll of the smartwatch. The smartwatch thenuses its determined orientation to identify another player that is thetarget of the given player's targeted action. For example, if thesmartwatch's orientation is determined to be pointing in a particulardirection in three-dimensional space, the smartwatch will determine ifanother player is located in that direction based on the location datareceived from the other smartwatches. For example, a location associatedwith a given player's smartwatch may encompass an area in which thegiven player is assumed to be located. If a particular player'ssmartwatch is located in the direction indicated by the smartwatch'sorientation, the particular player may be identified as the target ofthe targeted action.

The smartwatch may send an indication of the targeted action to theother player's smartwatch (e.g., via a direct data transmission or overa shared network connection), such as indicating that the other playerhas been tagged, hit, blasted, frozen, or the like. Upon receiving theindication, the other player's smartwatch may, in some embodiments,light up, make sound, display text, colors, and/or images, and/orotherwise indicate that it has been tagged. The other player'ssmartwatch may also notify all other smartwatches in the game that ithas been tagged. In some embodiments, once a player has been tagged theplayer is “frozen” until some condition is met, such as a time intervalpassing or an additional operation being performed (e.g., a differenttargeted action to the player by another member of the player's team).As such, a tagged smartwatch may notify all of the other smartwatches inthe game that it is not vulnerable to being tagged again until thecondition is met (e.g., via a status message). In some embodiments, eachsmartwatch displays a color indicating its status, such as blue forfrozen and red for active. The smartwatches may, in some instances, haveactive bands that display colors or may link to other wearableaccessories that can likewise display status indications.

Many other variations and operations are possible, as described in moredetail below.

FIG. 1 illustrates an example 100 of a mobile device 110 with whichembodiments of the present disclosure may be implemented. While mobiledevice 110 is depicted as a smartwatch, it is noted that the componentsof mobile device 110 may alternatively be implemented in other types ofmobile devices, such as mobile phones, head-mounted displays, augmentedreality and mixed reality goggles, glasses, and the like.

Mobile device 110 includes a central processing unit (CPU) 112, a sensorsuite 120, a gameplay engine 130, and a network interface 140.

CPU 112 may receive and execute instructions in order to performoperations described herein. CPU 112 is included to be representative ofa single CPU, multiple CPUs, a single CPU having multiple processingcores, and other arrangements.

In this example, the sensor suite 120 includes a magnetometer 122, anaccelerometer 124, a gyroscope 126, a positioning system 128, and(optionally) one or more visual sensors 129. In other implementations,the sensor suite 120 may include additional sensors, several instancesof each sensor, or may omit some of the example sensors discussedherein.

Magnetometer 122 is a sensor that provides a bearing to a north pole ofa magnetic field in the environment in which mobile device 110 ispresent. Magnetometer 122 may thus provide mobile device 110 with adirectional sense in terms of yaw orientation with respect to magneticnorth. For example, magnetometer 122 may output data indicating astrength, direction, and/or change in a magnetic field, which may beused (e.g., by gameplay engine 130) in determining a yaw orientation ofmobile device 110.

Accelerometer 124, which measures acceleration forces acting on mobiledevice 110, may provide mobile device 110 with information regardingwhether mobile device 110 (or a portion thereof) is moving, and in whichdirection(s). For example, accelerometer 124 may output detected x, y,and z acceleration values for mobile device 110.

Gyroscope 126 measures orientation of mobile device 110 (or a portionthereof), and may provide mobile device 110 with information of whethermobile device 110 (or portion thereof) is level or to what degree mobiledevice 110 is tilted in one or more planes. For example, gyroscope 126may output detected x, y, and z angular velocities for mobile device110.

The combination of the accelerometer 124 and gyroscope 126 may thusprovide mobile device 110 with a directional sense in terms of pitch androll with respect to gravity. For example, the data outputs fromaccelerometer 124 and gyroscope 126 may be used (e.g., by gameplayengine 130) in determining a pitch orientation and a roll orientation ofmobile device 110.

Positioning system 128 may provide absolute/global positioninginformation (e.g., via a satellite-based positioning system receiver,such as a Global Positioning System (GPS) receiver, GNSS receiver,GLONASS receiver, etc.) and/or relative positioning information (e.g.,via a range finder, a camera sensor including image recognition softwareto identify objects and distances thereto based on known sizes). In someembodiments, positioning system 128 may use assisted GPS (AGPS) via oneor more cellular networks.

The one or more visual sensors 129, which are optional, may include oneor more cameras, in some embodiments including cameras configured tosense visible light and/or infrared light. For example, where mobiledevice 110 is a smartwatch, smartphone, or tablet device, visualsensor(s) 129 may include a camera on a front face of mobile device 110(e.g., upward facing).

In certain embodiments, a camera-based visual sensor may be accompaniedby a pop-up mirror, which redirects the field of view of the camera forpurposes of the gameplay. In some implementations, the mirror is aone-way mirror, also called a two-way mirror or half-silvered mirror orsemi-transparent mirror, which is reflective on one side and transparentat the other. Further, the pop-up mirror may be oriented at, forexample, a 45-degree angle relative to the front face of mobile device110, in order to redirect images from an outward direction into thecamera, such as when the camera is upward-facing from a player's wrist.This may allow the camera to capture images in an outward direction,such as if a first player is wearing mobile device 110 on the firstplayer's wrist and pointing with the first player's wrist at a secondplayer, thereby allowing mobile device 110 to capture images of thesecond player even if mobile device 110 is only equipped with a camerathat faces upward from the face of a wristwatch. It is noted thatcameras and pop-up mirrors are optional, and embodiments of the presentdisclosure may be implemented without either or both of thesecomponents.

Gameplay engine 130 performs various operations described herein relatedto using mobile device 110 to facilitate gameplay. For example, gameplayengine 130 may be an application running on mobile device 110 thatenables a player of mobile device 110 to play one or more games, such afreeze tag game, as described herein. In some embodiments, gameplayengine 130 comprises a player interface through which a player interactswith and receives input from gameplay engine 130, such as via a display(e.g., which may be a touch-sensitive display) integrated with mobiledevice 110.

Network interface 140 represents one or more components that enablenetwork connectivity for mobile device 110. For example, networkinterface 140 may be a network interface controller (NIC) and/or one ormore additional components that enable mobile device 110 to connect to anetwork such as the internet, a cellular network, mobile data network,local area network (LAN), wide area network (WAN), peer-to-peerconnection (e.g., Bluetooth connection), ad-hoc network, and/or thelike.

As described below with respect to FIG. 2, mobile device 110 may berepresentative of each of a plurality of mobile devices used by aplurality of players to facilitate gameplay.

FIG. 2 illustrates an example networking environment 200 in whichembodiments of the present disclosure may be implemented. FIG. 2 isdescribed in conjunction with FIG. 3A, which illustrates an example 300Aof target identification according to embodiments of the presentdisclosure

Networking environment 200 includes a plurality of mobile devices 210 a,210 b, and 210 c worn by players 205 a, 205 b, and 205 c, respectively,and connected together over network 250. In some embodiments, network250 may represent the internet, a cellular network, mobile data network,local area network (LAN), wide area network (WAN), peer-to-peerconnection (e.g., Bluetooth connection), or the like.

Players 205 a, 205 b, and 205 c may be players in a game, and mobiledevices 210 a, 210 b, and 210 c may each include components describedabove with respect to mobile device 110 of FIG. 1.

For example, mobile devices 210 a, 210 b, and 210 c may each include atouch-sensitive display that is used to receive input from and provideoutput to players 205 a, 205 b, and 205 c. In one example, player 205 amay start a game by interacting with a touch-sensitive display of mobiledevice 210 a, and players 205 b and 205 c may join the game throughinteractions with touch-sensitive displays of mobile devices 210 b and210 c. Mobile devices 210 b and 210 c may each initiate a connectionwith mobile device 210 a (and with each other) via network 250. In someembodiments, players 205 b and 205 c join the game by providing acredential or identifier to mobile devices 210 b and 210 c, such as agame identifier (e.g., which players 205 b and 205 c may have receivedfrom player 205 a). It is noted that these are only included as exampletechniques for starting and joining a game, and other techniques may beused.

In some embodiments, each of players 205 a, 205 b, and 205 c providescertain player data, such as a playername and/or character selection. Incertain embodiments, each player selects a character from a list ofcharacters. Each character may be associated with certain behaviorsand/or abilities related to gameplay. For example, different charactersmay be associated with different gestures, voice commands, and otherforms of input for performing certain actions, such as tagging anotherplayer, unfreezing another player, defending against a tag from anotherplayer, and the like. As such, a given player 210 a, 210 b, or 210 c mayprovide different types of input and/or receive different output (e.g.,different colors, different audio responses, different images and/ortext, and the like) via mobile device 210 a, 210 b, or 210 c dependingon which character the player selects.

Once gameplay begins, each of mobile devices 210 a, 210 b, and 210 c mayexchange location data at regular intervals such that each mobile deviceis aware of the locations of the other mobile devices in the game. Forexample, each of mobile devices 210 a, 210 b, and 210 c may comprise thecomponents of mobile device 110 a of FIG. 1, and a respective device'sgameplay engine 130 of FIG. 1 may use the respective device'spositioning system 128 of FIG. 1 to determine the respective device'slocation, and may transmit the respective device's location to the otherdevices in the game via the respective device's network interface 140 ofFIG. 1 at regular intervals.

Consider an example where player 205 a intends to tag player 205 b.Player 205 a lifts the arm on which player 205 a wears mobile device 210a in the direction of player 205 b. Player 205 a then performs a triggerfor a targeted action (e.g., a tag). For example, the trigger may beparticular gesture, a voice command, and/or a touch of a component orbutton of mobile device 210 a.

In some examples, the trigger is specific to a character selected byplayer 205 a. In one example, the trigger is a gesture in which player205 a pulls back the arm on which player 205 a wears mobile device 210 aand/or pushes the arm forward, which is detected using one or moresensors of sensor suite 120 of FIG. 1.

Upon detecting the trigger, mobile device 210 a determines anorientation of mobile device 210 a. In alternative embodiments, mobiledevice 210 a determines the orientation of mobile device 210 a as soonas player 205 a points rather than waiting for the trigger. Mobiledevice 210 a may determine its orientation using sensors. For example,mobile device 210 a's gameplay engine 130 of FIG. 1 may use componentsof sensor suite 120 of FIG. 1. In some embodiments, magnetometer 122 ofFIG. 1 may be used to determine a yaw value and accelerometer 124 andgyroscope 126 of FIG. 1 may be used to determine a pitch value and aroll value. In some embodiments, a complimentary filter or a fixed gainKalman filter accepts magnetometer data for yaw correction, and isfurther used in determining the orientation of mobile device 210 a. Oncethe orientation of mobile device 210 a is determined, mobile device 210a's gameplay engine 130 of FIG. 1 uses the determined orientation inconjunction with location data received from mobile devices 210 b and210 c to determine a target indicated by player 210 a.

As shown in FIG. 3A, mobile device 210 a determines a direction 350indicated by the determined orientation. For example, direction 350 maybe a direction in three-dimensional space based on the yaw, pitch, androll of the determined orientation. Location 310 represents a locationof mobile device 210 b and location 320 represents a location of mobiledevice 210 c. For example, mobile device 210 a may have receivedlocations 310 and 320 from mobile devices 210 b and 210 c respectively.

In example 300A, mobile device 210 a determines that location 310(received from mobile device 210 b) is located in the direction 350indicated by the orientation of mobile device 210 a. For example, thismay be because player 205 a is pointing at player 205 b with the arm onwhich player 205 a wears mobile device 210 a. As such, mobile device 210b is identified by mobile device 210 a as the target of the targetedaction.

In some embodiments, mobile device 210 a determines a status of mobiledevice 210 b. In some embodiments, the status of mobile device 210 b mayindicate whether mobile device 210 b is vulnerable to the targetedaction. For example, if mobile device 210 b was previously tagged and isstill frozen (e.g., a time interval associated with the tag has not yetexpired and/or an action has not yet been performed to unfreeze mobiledevice 210 b), mobile device 210 b may have provided a messageindicating its status (e.g., vulnerability indicator) to mobile devices210 a and 210 c that indicates mobile device 210 b is not currentlyvulnerable to be tagged (e.g., while a player is frozen, that player isnot vulnerable to be tagged again until the player is unfrozen).

In some embodiments, vulnerability may also be based on whether or not atargeted player performs a defensive action, such as within a timeinterval. For example, if player 205 b performs a certain gesture (e.g.,which may be specific to a character selected by player 210 b)simultaneously with or within a time interval of the trigger detected bymobile device 210 a, then mobile device 210 b (upon detecting thedefense gesture using one or more sensors) may send an updatedvulnerability indicator to mobile device 210 a (and, in some instances,mobile device 210 c) indicating that mobile device 210 b is notvulnerable to the targeted action (e.g., for a time interval). Upondetecting a successful defensive gesture, mobile device 210 b maydisplay feedback indicating a successful defense, such as color, light,text, images, and/or audio.

If mobile device 210 a determines that mobile device 210 b is vulnerableto the targeted action, mobile device 210 a sends an indication of thetargeted action to mobile device 210 b. Alternatively, mobile device 210a may send the indication of the targeted action to mobile device 210 bregardless of vulnerability, and mobile device 210 b may respond with anindication of whether the targeted action was successful (e.g., based onwhether or not mobile device 210 b is vulnerable to the targetedaction). Mobile device 210 a may provide output indicating whether thetargeted action was successful.

Upon receiving the indication of the targeted action, and in some casesupon determining that it is vulnerable to the targeted action, mobiledevice 210 b processes the targeted action. For example, mobile device210 b may provide output indicating that it has been tagged, such as bydisplaying a series of colors, lights, text, images, and/or audio.Mobile device 210 b may also transmit a notification that it has beentagged, in some embodiments including an updated vulnerability indicatorindicating that it is not vulnerable to be tagged (e.g., untilunfrozen), to mobile devices 210 a and 210 c.

Mobile device 210 b may display an indicator, such as a particular coloron its screen and/or band, as long as it is frozen. Mobile device 210 bmay remain frozen until some condition is met, such as the passage of atime interval, an action performed by player 210 b, and/or an actionperformed by another player (e.g., another player that is on a team withplayer 210 b).

For example, the action to unfreeze mobile device 210 b may be a gestureperformed by player 205 b or another player, such as player 205 c. Inone example, player 205 c performs a particular gesture while pointingat player 205 b, which is detected using sensors and location data asdescribed above with respect to example 300A of FIG. 3A, to unfreezemobile device 210 b. In another embodiment, player 205 c touches mobiledevice 210 c to mobile device 210 b (or brings mobile device 210 cwithin a certain distance of mobile device 210 b) to unfreeze mobiledevice 210 b (e.g., mobile device 210 b may detect the touch orproximity of mobile device 210 c based on location data, using nearfield communication (NFC), and/or data from one or more sensors). Inanother embodiment, a step tracking component or other sensor of mobiledevice 210 b is used to determine that player 205 b has taken a certainamount of steps or has remained still for a certain amount of time inorder to unfreeze mobile device 210 b. Once unfrozen, mobile device 210b may provide output indicating that it is unfrozen, and then mayprovide an indicator to mobile devices 210 a and 210 c that it isunfrozen (e.g., including an updated vulnerability indicator indicatingthat mobile device 210 b is vulnerable to being tagged).

In certain embodiments, one or more visual sensors may be used todetermine additional data related to targeted actions. For example, acamera of mobile device 210 a may capture image data, such as image dataredirected to the camera via a pop-up half-silvered mirror integratedwith mobile device 210 a and located at a 45-degree angle with respectto the front face of mobile device 210 a.

FIG. 3B illustrates an example 300B of using a pop-up mirror incapturing image data according to embodiments of the present disclosure.As shown in example 300B, mobile device 210 a (e.g., of FIGS. 2 and 3A)comprises a display 360, a pop-up mirror 370, and a camera 380.

Display 360 may, for instance be a touch-sensitive display for receivingtouch input from and providing output to player 205 a of FIG. 2. Pop-upmirror 370 may be a mirror that can be flipped up in order to redirectthe field of view of the camera 380 from an upward direction to anoutward direction for purposes of gameplay. In some implementations,pop-up mirror 370 is a one-way mirror, also called a two-way mirror orhalf-silvered mirror or semi-transparent mirror, which is reflective onone side and transparent at the other. Using a semi-transparent mirrormay allow for images to be redirected from an outward direction into theupward-facing camera 380 while still allowing camera 380 to captureimages in an upward direction. Further, the pop-up mirror 370 may beoriented at, for example, a 45-degree angle relative to the front faceof mobile device 210 a (when popped up or flipped up), in order toredirect images from an outward direction into camera 380. This mayallow camera 380 to capture images in an outward direction 390, such asif player 205 a of FIG. 2 is wearing mobile device 210 a on the player'swrist and pointing with the player's wrist at a second player (e.g.,player 205 b of FIG. 2), thereby allowing mobile device 210 a to captureimages of the second player even if mobile device 210 a is only equippedwith a camera that faces upward from the face of a wristwatch.

In some embodiments, mirror 370 automatically pops up immediately priorto the image data being captured, and is used to redirect image data ina direction 390 front of player 205 a into camera 380. In anotherembodiment, player 205 a may manually flip up mirror 370 at some pointprior to capturing image data. For example, the image data may be usedin identifying a target (e.g., player 205 b) indicated by a targetedaction. In certain embodiments, the image data is used to identify amore precise target, such as a location on the body of player 205 b atwhich player 205 a is pointing. For example, if mobile device 210 adetermines that player 205 a is pointing with mobile device 210 adirectly at player 205 b's shoulder, then the targeted action may beidentified as a “shoulder strike”. As such, one or more aspects relatedto gameplay may be modified based on the precise target. For example,mobile devices 210 a and/or 210 b may provide output indicating that thetargeted action was a “shoulder strike”. In other embodiments, imagedata may be used to determine whether a targeted action missed itsintended target, such as if player 205 a was pointing directly to theside of player 205 a. In some embodiments, skeleton tracking, skeletonrecognition, or other image recognition software may be used to identifythe more precise target from image data.

In other embodiments, other sensor data can be used to better locate andidentify players and their targets. For example, if more than one mobiledevice is located in the same general location as given by GPS, steptracking and audio sensing (e.g. voice recognition) can be used toassist in identifying a player or to calculate/predict a more preciselocation than as provided by GPS.

FIG. 4 illustrates an example 400 of an exchange of messages betweencomponents related to using mobile devices in gameplay as describedherein. Example 400 includes mobile devices 210 a, 210 b, and 210 c ofFIG. 2, each of which may include components of mobile device 110 ofFIG. 1.

At 402, mobile device 210 begins a game. For example, player 205 a ofFIG. 2 may provide input to mobile device 210 a, such as via a voicecommand detected using a microphone of mobile device 210 a, in order tobegin the game. In some embodiments, a game identifier is associatedwith the game. In certain embodiments, mobile device 210 a may transmita broadcast message that may be received by mobile devices 210 b and 210c indicating that the game has been started. In another embodiment,mobile device 210 may initiate the game by sending a message to a remoteserver that creates a game session that the mobile devices 210 b and 210c may join.

At 404 and 406, mobile devices 210 b and 210 c join the game started bymobile device 210 a. For example, players 205 b and 205 c of FIG. 2 mayprovide input, such as voice commands, to mobile devices 210 b and 210 cin order to join the game. In some embodiments, the game identifier isused to identify the game to be joined. Each of mobile devices 210 b and210 c may establish a network connection with mobile device 210 a andwith each other. In certain embodiments, each of players 205 a, 205 b,and 205 c of FIG. 2 selects a character by providing input to mobiledevices 210 a, 210 b, and 210 c at the beginning of the game.

At 408, 410, and 412, each of mobile devices 210 a, 210 b, and 210 ctransmits its location (and, in some instances, its status, which maystart out indicating initial vulnerability to tags) to the other mobiledevices in the game. For example, 408, 410, and 412 may be performed onan ongoing basis throughout the game, such as at regular intervals.Mobile devices 210 a, 210 b, and 210 c may, for example, determine theirown locations using positioning systems.

At 414, mobile device 210 a detects a trigger. For example, mobiledevice 210 a may determine that player 205 a of FIG. 2 has performed agesture, spoken a voice command, and/or provided touch input indicatinga targeted action is to be performed.

At 416, mobile device 210 a determines its orientation. For example,mobile device 210 a may use one or more sensors to determine itsthree-dimensional orientation, such as based on a yaw, pitch, and roll.

At 418, mobile device 210 a identifies mobile device 210 b as a targetbased on mobile device 210 a's orientation and mobile device 210 b'slocation, received at 408. For example, mobile device 210 a maydetermine a direction indicated by the orientation determined at 416,and may determine that mobile device 210 b is located in the directionbased on the location data received from mobile device 210 b at 408.

At 420, mobile device 210 a transmits an indication of the targetedaction to mobile device 210 b. In some embodiments, mobile device 210 afirst determines whether mobile device 210 b is vulnerable to thetargeted action, such as based on the status received from mobile device210 b at 408, while in other embodiments, mobile device 210 a send theindication regardless of vulnerability and mobile device 210 b respondswith a notification of whether or not the targeted action as successful,such as based on its vulnerability.

At 422, mobile device 210 b transmits a hit notification (and, in someembodiments, an updated status that indicates mobile device 210 b is notvulnerable to targeted actions) to mobile devices 210 a and 210 c. Forexample, if mobile device 210 b is vulnerable to the targeted action,mobile device 210 b may receive the indication of the targeted actionsent at 420 and process the targeted action. Mobile device 10 b mayprovide output indicating the targeted action and may then notify mobiledevices 210 a and 210 c that it has been “hit” (e.g., tagged andtherefore is frozen), indicating that is not vulnerable to be taggedagain until it has been unfrozen.

In some embodiments, each of mobile devices 210 a, 210 b, and 210 cmaintain a number of health points, and when a mobile device issuccessfully hit by a targeted action (e.g., tagged), the mobile deviceloses health points, in some embodiments notifying the other mobiledevices of its current number of health points. When a mobile deviceruns out of health points, the player of the mobile device may beeliminated from the game.

Furthermore, in certain embodiments, cameras and pop-up mirrorsintegrated with mobile devices 210 a, 210 b, and/or 210 c may be used tofurther enhance targeted actions as described above with respect to FIG.3B.

FIG. 5 illustrates example operations 500 for using mobile devices ingameplay as described herein. For example, operations 500 may beperformed by gameplay engine 130 of FIG. 1.

At 502, a first device receives input from a player indicating atargeted action. For example, gameplay engine 130 of FIG. 1 may receiveplayer input in the form of a voice command, gesture, and/or touchinput. The player input may be determined to be a trigger for thetargeted action. The targeted action may, for example, be a tagoperation.

At 504, the first device determines an orientation of the first device.For example, gameplay engine 130 of FIG. 1 may use one or more sensorsof sensor suite 120 (e.g., magnetometer 122, accelerometer 124,gyroscope 126, and/or image sensor(s) 129) of FIG. 1 to determine athree-dimensional orientation, such as including a yaw, pitch, and roll,of the first device. In some embodiments, determining the orientationinvolves using a filter to perform yaw correction.

At 506, the first device determines a location of at least a seconddevice based at least on a message received from the second device. Forexample, gameplay engine 130 of FIG. 1 may receive location data fromall other devices in the game, including the second device. Each devicemay, for instance, determine its own location using a positioningsystem, and may transmit its location to the other devices in the gameat regular intervals.

At 508, the first device identifies that a target of the targeted actionis associated with the second device based on the orientation of thefirst device and the location of the second device. For example,gameplay engine 130 of FIG. 1 may determine a direction inthree-dimensional space indicated by the orientation determined at 504,and may determine that the location of the second device determined at506 is located in the direction. As such, gameplay engine 130 maydetermine that a player associated with the second device is the target.In some embodiments, the first device may further use image data, suchas captured using a camera and a pop-up mirror integrated with the firstdevice, in identifying the target of the targeted action. For instance,the image data may be used to determine that the target is a particularportion (e.g., body part) of a player associated with the second device.

At 510, the first device determines that the second device is vulnerableto the targeted action. For example, gameplay engine 130 of FIG. 1 mayuse a status received from the second device to determine whether thesecond device is vulnerable to the targeted action. In alternativeembodiments, the first device determines that the second device isvulnerable to the targeted action based on receiving a response from thesecond device indicating that the targeted action was successful (e.g.,after 512).

At 512, the first device transmits an indication of the targeted actionto the second device. For example, gameplay engine 130 of FIG. 1 maytransmit an indication to the second device that it is the target of atag operation. In some embodiments, the second device responds with anindication of whether or not the targeted action was successful. Thefirst device and/or second device may provide output related to thetargeted action, such as colors, lights, text, images, and/or sound.

As gameplay continues, the first device, the second device, and/oradditional devices may continue to exchange location data and/orstatuses, and additional targeted actions may be performed. For example,once the second device is unfrozen following the targeted action (e.g.,when a condition is met, such as the expiration of a time interval or anaction being performed), a player of the second device may perform atargeted action such as a tag on the first device. The first device mayreceive an indication of the targeted action and, if the first device isvulnerable to the targeted action, the first device may provide outputindicating that it has been tagged. For example, the first device maymodify its status based on the indication and/or modify a display or alight source associated with the first device based on the indication.

It is noted that certain components, rules, gestures, and orders ofoperations described herein are only included as examples, and otherarrangements are possible without departing from the scope of thepresent disclosure.

In the current disclosure, reference is made to various embodiments.However, it should be understood that the present disclosure is notlimited to specific described embodiments. Instead, any combination ofthe following features and elements, whether related to differentembodiments or not, is contemplated to implement and practice theteachings provided herein. Additionally, when elements of theembodiments are described in the form of “at least one of A and B,” itwill be understood that embodiments including element A exclusively,including element B exclusively, and including element A and B are eachcontemplated. Furthermore, although some embodiments may achieveadvantages over other possible solutions or over the prior art, whetheror not a particular advantage is achieved by a given embodiment is notlimiting of the present disclosure. Thus, the aspects, features,embodiments and advantages disclosed herein are merely illustrative andare not considered elements or limitations of the appended claims exceptwhere explicitly recited in a claim(s). Likewise, reference to “theinvention” shall not be construed as a generalization of any inventivesubject matter disclosed herein and shall not be considered to be anelement or limitation of the appended claims except where explicitlyrecited in a claim(s).

As will be appreciated by one skilled in the art, embodiments describedherein may be embodied as a system, method or computer program product.Accordingly, embodiments may take the form of an entirely hardwareembodiment, an entirely software embodiment (including firmware,resident software, micro-code, etc.) or an embodiment combining softwareand hardware aspects that may all generally be referred to herein as a“circuit,” “module” or “system.” Furthermore, embodiments describedherein may take the form of a computer program product embodied in oneor more computer readable medium(s) having computer readable programcode embodied thereon.

Program code embodied on a computer readable medium may be transmittedusing any appropriate medium, including but not limited to wireless,wireline, optical fiber cable, RF, etc., or any suitable combination ofthe foregoing.

Computer program code for carrying out operations for embodiments of thepresent disclosure may be written in any combination of one or moreprogramming languages, including an object oriented programming languagesuch as Java, Smalltalk, C++ or the like and conventional proceduralprogramming languages, such as the “C” programming language or similarprogramming languages. The program code may execute entirely on theplayer's computer, partly on the player's computer, as a stand-alonesoftware package, partly on the player's computer and partly on a remotecomputer or entirely on the remote computer or server. In the latterscenario, the remote computer may be connected to the player's computerthrough any type of network, including a local area network (LAN) or awide area network (WAN), or the connection may be made to an externalcomputer (for example, through the Internet using an Internet ServiceProvider).

Aspects of the present disclosure are described herein with reference toflowchart illustrations or block diagrams of methods, apparatuses(systems), and computer program products according to embodiments of thepresent disclosure. It will be understood that each block of theflowchart illustrations or block diagrams, and combinations of blocks inthe flowchart illustrations or block diagrams, can be implemented bycomputer program instructions. These computer program instructions maybe provided to a processor of a general purpose computer, specialpurpose computer, or other programmable data processing apparatus toproduce a machine, such that the instructions, which execute via theprocessor of the computer or other programmable data processingapparatus, create means for implementing the functions/acts specified inthe block(s) of the flowchart illustrations or block diagrams.

These computer program instructions may also be stored in a computerreadable medium that can direct a computer, other programmable dataprocessing apparatus, or other device to function in a particularmanner, such that the instructions stored in the computer readablemedium produce an article of manufacture including instructions whichimplement the function/act specified in the block(s) of the flowchartillustrations or block diagrams.

The computer program instructions may also be loaded onto a computer,other programmable data processing apparatus, or other device to cause aseries of operational steps to be performed on the computer, otherprogrammable apparatus or other device to produce a computer implementedprocess such that the instructions which execute on the computer, otherprogrammable data processing apparatus, or other device provideprocesses for implementing the functions/acts specified in the block(s)of the flowchart illustrations or block diagrams.

The flowchart illustrations and block diagrams in the Figures illustratethe architecture, functionality, and operation of possibleimplementations of systems, methods, and computer program productsaccording to various embodiments of the present disclosure. In thisregard, each block in the flowchart illustrations or block diagrams mayrepresent a module, segment, or portion of code, which comprises one ormore executable instructions for implementing the specified logicalfunction(s). It should also be noted that, in some alternativeimplementations, the functions noted in the block may occur out of theorder noted in the Figures. For example, two blocks shown in successionmay, in fact, be executed substantially concurrently, or the blocks maysometimes be executed in the reverse order or out of order, dependingupon the functionality involved. It will also be noted that each blockof the block diagrams or flowchart illustrations, and combinations ofblocks in the block diagrams or flowchart illustrations, can beimplemented by special purpose hardware-based systems that perform thespecified functions or acts, or combinations of special purpose hardwareand computer instructions.

While the foregoing is directed to embodiments of the presentdisclosure, other and further embodiments of the disclosure may bedevised without departing from the basic scope thereof, and the scopethereof is determined by the claims that follow.

What is claimed is:
 1. A method, comprising: receiving, by a firstdevice, input from a player initiating a targeted action; determining,by the first device, an orientation of the first device; determining, bythe first device, a location of at least a second device based at leaston a message received from the second device; identifying, by the firstdevice, that a target of the targeted action is associated with thesecond device based on the orientation of the first device and thelocation of the second device; and transmitting, by the first device, anindication of the targeted action to the second device.
 2. The method ofclaim 1, wherein receiving the input from the player initiating thetargeted action comprises one of: detecting a gesture associated withthe targeted action; detecting a voice command associated with thetargeted action; detecting touch input; or detecting a press of abutton.
 3. The method of claim 1, wherein determining the orientation ofthe first device comprises: determining a yaw of the first device usinga magnetometer; and determining a pitch and a roll of the first deviceusing an accelerometer and a gyroscope.
 4. The method of claim 1,wherein determining the orientation of the first device furthercomprises using a filter to perform yaw correction.
 5. The method ofclaim 1, wherein identifying that the target of the targeted action isassociated with the second device based on the orientation of the firstdevice and the location of the second device comprises determining thatthe location of the second device is located in a direction indicated bythe orientation of the first device.
 6. The method of claim 1, whereinthe method further comprises determining a status of the second devicebased on a message received from the second device.
 7. The method ofclaim 1, wherein the method further comprises: receiving, by the firstdevice, an indication from the second device of a new targeted action;modifying, by the first device, a status of the first device based onthe indication; and modifying a display or a light source associatedwith the first device based on the indication.
 8. The method of claim 1,wherein the method further comprises: capturing, by the first device,image data using a camera and a mirror integrated with the first device,wherein the image data is used in identifying the target of the targetedaction.
 9. A non-transitory computer-readable medium comprisinginstructions that, when executed by one or more processors, cause theone or more processors to perform a method, the method comprising:receiving, by a first device, input from a player initiating a targetedaction; determining, by the first device, an orientation of the firstdevice; determining, by the first device, a location of at least asecond device based at least on a message received from the seconddevice; identifying, by the first device, that a target of the targetedaction is associated with the second device based on the orientation ofthe first device and the location of the second device; andtransmitting, by the first device, an indication of the targeted actionto the second device.
 10. The non-transitory computer-readable medium ofclaim 9, wherein receiving the input from the player initiating thetargeted action comprises one of: detecting a gesture associated withthe targeted action; detecting a voice command associated with thetargeted action; detecting touch input; or detecting a press of abutton.
 11. The non-transitory computer-readable medium of claim 9,wherein determining the orientation of the first device comprises:determining a yaw of the first device using a magnetometer; anddetermining a pitch and a roll of the first device using anaccelerometer and a gyroscope.
 12. The non-transitory computer-readablemedium of claim 9, wherein determining the orientation of the firstdevice further comprises using a filter to perform yaw correction. 13.The non-transitory computer-readable medium of claim 9, whereinidentifying that the target of the targeted action is associated withthe second device based on the orientation of the first device and thelocation of the second device comprises determining that the location ofthe second device is located in a direction indicated by the orientationof the first device.
 14. The non-transitory computer-readable medium ofclaim 9, wherein the method further comprises determining a status ofthe second device based on a message received from the second device.15. The non-transitory computer-readable medium of claim 9, wherein themethod further comprises: receiving, by the first device, an indicationfrom the second device of a new targeted action; modifying, by the firstdevice, a status of the first device based on the indication; andmodifying a display or a light source associated with the first devicebased on the indication.
 16. The non-transitory computer-readable mediumof claim 9, wherein the method further comprises: capturing, by thefirst device, image data using a camera and a mirror integrated with thefirst device, wherein the image data is used in identifying the targetof the targeted action.
 17. A system, comprising: one or moreprocessors; and a non-transitory computer-readable medium comprisinginstructions that, when executed by the one or more processors, causethe one or more processors to perform a method, the method comprising:receiving, by a first device, input from a player initiating a targetedaction; determining, by the first device, an orientation of the firstdevice; determining, by the first device, a location of at least asecond device based at least on a message received from the seconddevice; identifying, by the first device, that a target of the targetedaction is associated with the second device based on the orientation ofthe first device and the location of the second device; andtransmitting, by the first device, an indication of the targeted actionto the second device.
 18. The system of claim 17, wherein receiving theinput from the player initiating the targeted action comprises one of:detecting a gesture associated with the targeted action; detecting avoice command associated with the targeted action; detecting touchinput; or detecting a press of a button.
 19. The system of claim 17,wherein determining the orientation of the first device comprises:determining a yaw of the first device using a magnetometer; anddetermining a pitch and a roll of the first device using anaccelerometer and a gyroscope.
 20. The system of claim 17, whereindetermining the orientation of the first device further comprises usinga filter to perform yaw correction.